View Issue Details

IDProjectCategoryLast Update
0014279The Last FederationBug - GameplayApr 30, 2014 10:27 am
Reporterseandrake6 Assigned ToChris_McElligottPark  
Severityminor 
Status assignedResolutionopen 
Product Version1.001 (Bugfixes, Large Screen Resolution Support) 
Summary0014279: Gigacannon doesn't work
Descriptionactivating the gigacannon triggers the shot clearing effect but otherwise does nothing. There is no visual effect and no damage is dealt.
TagsNo tags attached.
Internal Weight

Activities

ptarth

Apr 22, 2014 10:00 pm

reporter   ~0036491

The shot is a single tiny orange projectile that is really hard to see, especially if you are using the multishot. I do think it should have a more noticeable graphic (and do more damage) (and perhaps even aimable).

Aswin

Apr 22, 2014 10:02 pm

reporter   ~0036493

It works, it's best used on ships with their shields down. Blown up plenty of ships with it (and little ships in the line of fire, too).

Professor Paul1290

Apr 23, 2014 12:10 am

reporter   ~0036524

Last edited: Apr 23, 2014 12:11 am

I think this might have more to do with the fact it's not uncommon for the Gigacannon to "fail" if your ship is in close proximity to enemy fighters or debris.

More specifically, if you're near smaller enemy ships or random debris then the Gigacannon's projectile often ends up impacting something at point-blank range before flies far enough to become visible.

That part isn't really broken per se as that is one of the intended limitations of the Gigacannon, but when it happens point-blank it looks like it didn't fire at all with is a bit confusing.

Chris_McElligottPark

Apr 23, 2014 8:40 am

administrator   ~0036535

These shots should pierce through all debris and ships. Are you not seeing this? Anyone have a save where that setup can be demonstrated?

Professor Paul1290

Apr 23, 2014 3:53 pm

reporter   ~0036571

Really? I guess I must have it mixed up with something else then.

Chris_McElligottPark

Apr 23, 2014 10:10 pm

administrator   ~0036604

If you can repro, do let me know!

pepboy

Apr 23, 2014 11:15 pm

reporter   ~0036608

I have seen it pass over a ship's shield, missing the hull, and do no shield damage. I think ideally the collision detection would include shields if they are up.

seandrake6

Apr 24, 2014 1:54 am

reporter   ~0036614

Last edited: Apr 24, 2014 2:00 am

Updated to 1.004 and original issue seems to be resolved. Projectile is now visible and does appear to do damage to both shields and hull. However, shots do not pierce through smaller ships (haven't tested with debris). Also for something called the Gigacannon it is extremely underwhelming, the shot is so slow that ships can just speed up or slow down slightly and avoid it. I used up all of the ammo just trying to hit an enemy to see if it worked.

Uploaded save I tested this in.

seandrake6

Apr 24, 2014 2:00 am

reporter  

pepboy

Apr 24, 2014 7:04 am

reporter   ~0036622

Seandrake6, that's a good point. I do think the gigacannon is underwhelming. I play with the sound off, so maybe there's a great sound effect, but the actual projectile feels dinky. I'm okay with it travelling slowly, but because the projectile passes through ships without stopping, it doesn't feel weighty at all.

Perhaps the projectile could actually push ships/debris around? If the shot is really heavy, I could see momentum pushing ships / debris away, or even causing angular momentum where the hit ship spins like a top. I'm not sure if this sort of physics based system is possible or if it would work in practice, but I do think an additional visual cue to gigacannon would help it out.

Histidine

Apr 24, 2014 11:00 am

reporter   ~0036649

It also needs to actually do more damage than just shooting the enemy with your regular guns.

Meneth

Apr 30, 2014 10:27 am

reporter   ~0037053

The gigacannon does seem to be very underwhelming. It doesn't do all that much damage, is far less likely than regular weapons to hit anything, and you sacrifice mobility completely.

Issue History

Date Modified Username Field Change
Apr 19, 2014 9:10 pm seandrake6 New Issue
Apr 22, 2014 10:00 pm ptarth Note Added: 0036491
Apr 22, 2014 10:02 pm Aswin Note Added: 0036493
Apr 23, 2014 12:10 am Professor Paul1290 Note Added: 0036524
Apr 23, 2014 12:11 am Professor Paul1290 Note Edited: 0036524
Apr 23, 2014 8:38 am Chris_McElligottPark Assigned To => keith.lamothe
Apr 23, 2014 8:38 am Chris_McElligottPark Status new => assigned
Apr 23, 2014 8:40 am Chris_McElligottPark Note Added: 0036535
Apr 23, 2014 8:40 am Chris_McElligottPark Assigned To keith.lamothe => Chris_McElligottPark
Apr 23, 2014 8:40 am Chris_McElligottPark Status assigned => feedback
Apr 23, 2014 3:53 pm Professor Paul1290 Note Added: 0036571
Apr 23, 2014 10:10 pm Chris_McElligottPark Note Added: 0036604
Apr 23, 2014 11:15 pm pepboy Note Added: 0036608
Apr 24, 2014 1:54 am seandrake6 Note Added: 0036614
Apr 24, 2014 1:54 am seandrake6 Status feedback => assigned
Apr 24, 2014 2:00 am seandrake6 File Added: AutosaveAtStartOfCombat.save
Apr 24, 2014 2:00 am seandrake6 Note Edited: 0036614
Apr 24, 2014 7:04 am pepboy Note Added: 0036622
Apr 24, 2014 11:00 am Histidine Note Added: 0036649
Apr 30, 2014 10:27 am Meneth Note Added: 0037053